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116 lines
3.7 KiB
116 lines
3.7 KiB
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' |
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Unity Shaders Book/Chapter 15/Water Wave" { |
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Properties { |
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_Color ("Main Color", Color) = (0, 0.15, 0.115, 1) |
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_MainTex ("Base (RGB)", 2D) = "white" {} |
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_WaveMap ("Wave Map", 2D) = "bump" {} |
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_Cubemap ("Environment Cubemap", Cube) = "_Skybox" {} |
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_WaveXSpeed ("Wave Horizontal Speed", Range(-0.1, 0.1)) = 0.01 |
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_WaveYSpeed ("Wave Vertical Speed", Range(-0.1, 0.1)) = 0.01 |
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_Distortion ("Distortion", Range(0, 100)) = 10 |
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} |
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SubShader { |
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// We must be transparent, so other objects are drawn before this one. |
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Tags { "Queue"="Transparent" "RenderType"="Opaque" } |
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// This pass grabs the screen behind the object into a texture. |
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// We can access the result in the next pass as _RefractionTex |
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GrabPass { "_RefractionTex" } |
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Pass { |
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Tags { "LightMode"="ForwardBase" } |
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CGPROGRAM |
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#include "UnityCG.cginc" |
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#include "Lighting.cginc" |
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#pragma multi_compile_fwdbase |
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#pragma vertex vert |
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#pragma fragment frag |
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fixed4 _Color; |
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sampler2D _MainTex; |
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float4 _MainTex_ST; |
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sampler2D _WaveMap; |
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float4 _WaveMap_ST; |
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samplerCUBE _Cubemap; |
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fixed _WaveXSpeed; |
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fixed _WaveYSpeed; |
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float _Distortion; |
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sampler2D _RefractionTex; |
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float4 _RefractionTex_TexelSize; |
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struct a2v { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float4 tangent : TANGENT; |
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float4 texcoord : TEXCOORD0; |
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}; |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float4 scrPos : TEXCOORD0; |
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float4 uv : TEXCOORD1; |
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float4 TtoW0 : TEXCOORD2; |
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float4 TtoW1 : TEXCOORD3; |
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float4 TtoW2 : TEXCOORD4; |
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}; |
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v2f vert(a2v v) { |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.scrPos = ComputeGrabScreenPos(o.pos); |
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o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); |
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o.uv.zw = TRANSFORM_TEX(v.texcoord, _WaveMap); |
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
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fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); |
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fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); |
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fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; |
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o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); |
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o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); |
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o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target { |
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float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w); |
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fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos)); |
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float2 speed = _Time.y * float2(_WaveXSpeed, _WaveYSpeed); |
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// Get the normal in tangent space |
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fixed3 bump1 = UnpackNormal(tex2D(_WaveMap, i.uv.zw + speed)).rgb; |
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fixed3 bump2 = UnpackNormal(tex2D(_WaveMap, i.uv.zw - speed)).rgb; |
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fixed3 bump = normalize(bump1 + bump2); |
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// Compute the offset in tangent space |
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float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy; |
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i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy; |
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fixed3 refrCol = tex2D( _RefractionTex, i.scrPos.xy/i.scrPos.w).rgb; |
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// Convert the normal to world space |
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bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump))); |
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fixed4 texColor = tex2D(_MainTex, i.uv.xy + speed); |
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fixed3 reflDir = reflect(-viewDir, bump); |
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fixed3 reflCol = texCUBE(_Cubemap, reflDir).rgb * texColor.rgb * _Color.rgb; |
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fixed fresnel = pow(1 - saturate(dot(viewDir, bump)), 4); |
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fixed3 finalColor = reflCol * fresnel + refrCol * (1 - fresnel); |
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return fixed4(finalColor, 1); |
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} |
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ENDCG |
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} |
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} |
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// Do not cast shadow |
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FallBack Off |
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}
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